Changes between Version 3 and Version 4 of DD_Gameplay_features
- Timestamp:
- Mar 7, 2012, 1:17:45 AM (12 years ago)
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DD_Gameplay_features
v3 v4 10 10 11 11 == Technologies == 12 Technologies are in games to give the gamer a sense of improvement. Traditionally they are mini-steps as you progress down the path of the game. The more techs you research the more "advanced" you are into the game. The more advanced you are, the greater the likelihood that you will "win". 12 13 14 Your current gameplay state is defined by what techs you have researched. 13 15 16 Technologies are usually broken down into two groups: Unlocking and Bonus. The way Unlocking works is that you have to "pay" a certain amount of resources to unlock some feature in the game. The way the Bonuses work is that you usually have to make an investment of resources that in the long run will be more beneficial to you than your initial investment. The result is usually a bonus in the attributes of some entity. 17 18 '''The ways 0 A.D. differs''' 19 20 ''It is a moment in time that never was.'' 21 The span of our game is not thousands of years. Technological advancement is not based on technology evolving over time, but instead we are looking at the civilizations at their pinnacle of existence. The evolution of the technologies will be contingent on the local evolution of the city growth instead. Therefore, we should make our tech requirements based on what structures are constructed, and what technologies are currently researched. This removes us from the time concept (ages). 14 22 15 23 === Related features: === 16 24 [http://svn.wildfiregames.com/entity-docs/ Definition of existing entity XML data] 17 25 18 [http://trac.wildfiregames.com/wiki/DD_Gameplay_features#Phases Phases] (similar in concept to "Ages" in other RTS games.26 [http://trac.wildfiregames.com/wiki/DD_Gameplay_features#Phases Phases] Similar in concept to "Ages" in other RTS games. In general technical terms they will work as technologies, but will have some further implications in gameplay terms. 19 27 20 28 === Related tickets and implementation resources: === … … 25 33 26 34 35 ---- 36 37 == Phases == 38 39 As mentioned in the section about technologies 0 A.D. will not feature ages, but rather the progression of a city from humble beginnings to greatness. We call the stages of progression "phases", and they are: the Village Phase, the Town Phase, and the City Phase. When the game starts the player is already in the Village Phase, but the Town and City Phases will have to be researched. 40 41 In essence Phases are unlocking technologies, however, there are a few extra needed features. The main difference is that phases will for some civilizations ([http://trac.wildfiregames.com/wiki/Civ%3A_Celts Celts], Gauls and Britons, and [http://trac.wildfiregames.com/wiki/Civ%3A_Hellenes Hellenes], Poleis and Macedonian) include and allow for a choice between two sub-civilizations which allows further differentiation within the individual civilizations. 42 43 Researching a new phase will be done at the Civic Center, 44 45 === Related features: === 46 [wiki:DD_Gameplay_features#Technologies Technologies] Phases are similar to technologies, apart from a few details, and so likely to share a lot of implementation details. 47 48 === Related tickets and implementation resources: === 49 '''Tickets:''' #3. 50 51 '''Technical documentation:''' link to any further info in e.g: the technical design document; art design document; forum discussion; and, if someone else is willing to add this (as I don't have the knowledge), relevant parts of the code, preferably linked to the online view of the SVN. 52 53 === Gameplay manual === 54 A link to relevant parts of the gameplay manual for implemented features. 27 55 28 56 29 30 31 32 33 34 35 36 37 38 39 40 41 42 57 ---- 43 58 44 59 == Feature name ==